1259 lines
49 KiB
C++
1259 lines
49 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_DRV_H
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#define NL_DRV_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/common.h"
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#include "nel/misc/smart_ptr.h"
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#include "nel/misc/rgba.h"
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#include "nel/misc/matrix.h"
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#include "nel/misc/stream.h"
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#include "nel/misc/uv.h"
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#include "nel/misc/hierarchical_timer.h"
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#include "nel/3d/texture.h"
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#include "nel/3d/shader.h"
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#include "nel/3d/vertex_buffer.h"
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#include "nel/3d/index_buffer.h"
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#include "nel/3d/vertex_program.h"
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#include "nel/3d/material.h"
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#include "nel/misc/mutex.h"
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#include "nel/3d/primitive_profile.h"
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#include <vector>
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#include <list>
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namespace NLMISC
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{
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class IEventEmitter;
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struct IMouseDevice;
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struct IKeyboardDevice;
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struct IInputDeviceManager;
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class CRect;
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class CLog;
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}
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namespace NL3D
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{
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using NLMISC::CRefPtr;
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using NLMISC::CRefCount;
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using NLMISC::CSmartPtr;
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using NLMISC::CRGBA;
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using NLMISC::CVector;
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using NLMISC::CMatrix;
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using NLMISC::CSynchronized;
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class CMaterial;
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class CIndexBuffer;
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class CLight;
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class CScissor;
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class CViewport;
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struct CMonitorColorProperties;
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struct IOcclusionQuery;
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// ****************************************************************************
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/// A Graphic Mode descriptor.
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struct GfxMode
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{
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bool OffScreen;
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bool Windowed;
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uint16 Width;
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uint16 Height;
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uint8 Depth;
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uint Frequency; // In hz. Default is Windows selection
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sint8 AntiAlias; // -1 = no AA, 0 = max, 2 = 2x sample, 4 = 4x sample, ...
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GfxMode()
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{
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OffScreen=false;
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Windowed=false;
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Width = 0;
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Height = 0;
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Depth = 0;
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Frequency = 0;
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AntiAlias = -1;
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}
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GfxMode(uint16 w, uint16 h, uint8 d, bool windowed = true, bool offscreen = false, uint frequency = 0, sint8 aa = -1);
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};
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// ****************************************************************************
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// Exceptions.
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struct EBadDisplay : public NLMISC::Exception
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{
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EBadDisplay(const std::string &reason) : Exception(reason) { }
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};
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// ****************************************************************************
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typedef void (*emptyProc)(void);
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// ****************************************************************************
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// *** IMPORTANT ********************
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// *** IF YOU MODIFY THE STRUCTURE OF THIS CLASS, PLEASE INCREMENT IDriver::InterfaceVersion TO INVALIDATE OLD DRIVER DLL
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// **********************************
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//
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// * Driver implementation notes:
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// *
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// * Driver implementation must save monitor color parameters at initialization and restore it at release.
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class IDriver : public NLMISC::CRefCount
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{
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public:
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/// Version of the driver interface. To increment when the interface change.
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static const uint32 InterfaceVersion;
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public:
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enum TMessageBoxId { okId=0, yesId, noId, abortId, retryId, cancelId, ignoreId, idCount };
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enum TMessageBoxType { okType=0, okCancelType, yesNoType, abortRetryIgnoreType, yesNoCancelType, retryCancelType, typeCount };
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enum TMessageBoxIcon { noIcon=0, handIcon, questionIcon, exclamationIcon, asteriskIcon, warningIcon, errorIcon, informationIcon, stopIcon, iconCount };
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enum TCullMode { CCW = 0, CW };
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enum TStencilOp { keep = 0, zero, replace, incr, decr, invert };
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enum TStencilFunc { never = 0, less, lessequal, equal, notequal, greaterequal, greater, always};
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/**
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* Driver's polygon modes.
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*
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* \see setPolygonMode, getPolygonMode
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*/
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enum TPolygonMode { Filled=0, Line, Point };
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/**
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* Driver Max matrix count.
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* Kept for backward compatibility. Suppose any Hardware VertexProgram can handle only 16 matrix
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*
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*/
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enum TMatrixCount { MaxModelMatrix= 16 };
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protected:
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CSynchronized<TTexDrvInfoPtrMap> _SyncTexDrvInfos;
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TTexDrvSharePtrList _TexDrvShares;
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TMatDrvInfoPtrList _MatDrvInfos;
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TVBDrvInfoPtrList _VBDrvInfos;
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TIBDrvInfoPtrList _IBDrvInfos;
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TPolygonMode _PolygonMode;
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TVtxPrgDrvInfoPtrList _VtxPrgDrvInfos;
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TShaderDrvInfoPtrList _ShaderDrvInfos;
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uint _ResetCounter;
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public:
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IDriver(void);
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virtual ~IDriver(void);
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virtual bool init (uint windowIcon = 0, emptyProc exitFunc = 0)=0;
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// Test if the device is lost. Can only happen with D3D.
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// The calling application may skip some part of its rendering when it is the case (this is not a requirement, but may save cpu for other applications)
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virtual bool isLost() const = 0;
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/// \name Disable Hardware Feature
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/** Disable some Feature that may be supported by the Hardware
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* Call before setDisplay() to work properly
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*/
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// @{
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virtual void disableHardwareVertexProgram()=0;
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virtual void disableHardwareVertexArrayAGP()=0;
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virtual void disableHardwareTextureShader()=0;
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// @}
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// first param is the associated window.
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// Must be a HWND for Windows (WIN32).
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virtual bool setDisplay(nlWindow wnd, const GfxMode& mode, bool show = true, bool resizeable = true) throw(EBadDisplay)=0;
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// Must be called after a setDisplay that initialize the mode
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virtual bool setMode(const GfxMode& mode)=0;
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virtual bool getModes(std::vector<GfxMode> &modes)=0;
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/// Set the title of the NeL window
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virtual void setWindowTitle(const ucstring &title)=0;
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/// Set icon(s) of the NeL window
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virtual void setWindowIcon(const std::vector<NLMISC::CBitmap> &bitmaps)=0;
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/// Set the position of the NeL window
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virtual void setWindowPos(sint32 x, sint32 y)=0;
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/// Show or hide the NeL window
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virtual void showWindow(bool show)=0;
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/// return the current screen mode (if we are in windowed, return the screen mode behind the window)
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virtual bool getCurrentScreenMode(GfxMode &mode)=0;
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/// enter/leave the dialog mode
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virtual void beginDialogMode() =0;
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virtual void endDialogMode() =0;
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// Return is the associated window information. (Implementation dependent)
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// Must be a HWND for Windows (WIN32).
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virtual nlWindow getDisplay() =0;
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/**
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* Setup monitor color properties.
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*
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* Return false if setup failed.
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*/
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virtual bool setMonitorColorProperties (const CMonitorColorProperties &properties) = 0;
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// Return is the associated default window proc for the driver. (Implementation dependent)
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// Must be a void GlWndProc(IDriver *driver, HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) for Windows (WIN32).
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virtual emptyProc getWindowProc() = 0;
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/// Before rendering via a driver in a thread, must activate() (per thread).
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virtual bool activate(void) = 0;
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/// Get the number of texture stage available, for multi texturing (Normal material shaders). Valid only after setDisplay().
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virtual uint getNbTextureStages() const = 0;
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/** is the texture is set up in the driver
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* NB: this method is thread safe.
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*/
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virtual bool isTextureExist(const ITexture&tex)=0;
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virtual NLMISC::IEventEmitter* getEventEmitter(void) = 0;
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/* Clear the current target surface pixels. The function ignores the viewport settings but uses the scissor. */
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virtual bool clear2D(CRGBA rgba) = 0;
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/* Clear the current target surface zbuffer. The function ignores the viewport settings but uses the scissor. */
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virtual bool clearZBuffer(float zval=1) = 0;
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/* Clear the current target surface stencil buffer. The function ignores the viewport settings but uses the scissor. */
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virtual bool clearStencilBuffer(float stencilval=0) = 0;
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/// Set the color mask filter through where the operation done will pass
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virtual void setColorMask (bool bRed, bool bGreen, bool bBlue, bool bAlpha) = 0;
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/** Set depth range. Depth range specify a linear mapping from device z coordinates (in the [-1, 1] range) to window coordinates (in the [0, 1] range)
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* This mapping occurs after clipping of primitives and division by w of vertices coordinates.
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* Default depth range is [0, 1].
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* NB : znear should be different from zfar or an assertion is raised
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*/
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virtual void setDepthRange(float znear, float zfar) = 0;
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// Get the current depth range
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virtual void getDepthRange(float &znear, float &zfar) const = 0;
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/** setup a texture, generate and upload if needed. same as setupTextureEx(tex, true, dummy);
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*/
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virtual bool setupTexture(ITexture& tex) = 0;
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/** setup a texture in the driver.
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* \param bUpload if true the texture is created and uploaded to VRAM, if false the texture is only created
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* it is useful for the async upload texture to only create the texture and then make invalidate to upload
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* small piece each frame. There is ONE case where bUpload is forced to be true inside the method: if the texture
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* must be converted to RGBA. \see bAllUploaded
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* \param bAllUploaded true if any upload arise (texture invalid, must convert texture etc...).
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* \param bMustRecreateSharedTexture if true and if the texture supportSharing, then the texture is recreated
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* (and uploaded if bUpload==true) into the shared DrvInfo (if found). Default setup (false) imply that the DrvInfo
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* is only bound to tex (thus creating and uploading nothing)
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* NB: the texture must be at least touch()-ed for the recreate to work.
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*/
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virtual bool setupTextureEx (ITexture& tex, bool bUpload, bool& bAllUploaded,
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bool bMustRecreateSharedTexture= false) = 0;
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/** The texture must be created or uploadTexture do nothing.
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* These function can be used to upload piece by piece a texture. Use it in conjunction with setupTextureEx(..., false);
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* For compressed textures, the rect must aligned on pixel block. (a block of pixel size is 4x4 pixels).
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*/
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virtual bool uploadTexture (ITexture& tex, NLMISC::CRect& rect, uint8 nNumMipMap) = 0;
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virtual bool uploadTextureCube (ITexture& tex, NLMISC::CRect& rect, uint8 nNumMipMap, uint8 nNumFace) = 0;
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/**
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* Invalidate shared texture
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*/
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bool invalidateShareTexture (ITexture &);
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/**
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* Get the driver share texture name
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*/
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static void getTextureShareName (const ITexture& tex, std::string &output);
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/** if true force all the uncompressed RGBA 32 bits and RGBA 24 bits texture to be DXTC5 compressed.
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* Do this only during upload if ITexture::allowDegradation() is true and if ITexture::UploadFormat is "Automatic"
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* and if bitmap format is RGBA.
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*/
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virtual void forceDXTCCompression(bool dxtcComp)=0;
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/** if !=1, force mostly all the textures (but TextureFonts lightmaps, interfaces etc..)
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* to be divided by Divisor (2, 4, 8...)
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* Default is 1.
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* NB: this is done only on TextureFile
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*/
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virtual void forceTextureResize(uint divisor)=0;
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/** Sets enforcement of native fragment programs. This is by default enabled.
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*
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* \param nativeOnly If set to false, fragment programs don't need to be native to stay loaded,
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* otherwise (aka if true) they will be purged.
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*/
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virtual void forceNativeFragmentPrograms(bool nativeOnly) = 0;
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virtual bool setupMaterial(CMaterial& mat)=0;
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/**
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* Activate a shader, NULL to disable the current shader.
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*/
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virtual bool activeShader(CShader *shd)=0;
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/** Special for Faster Specular Setup. Call this between lot of primitives rendered with Specular Materials.
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* Visual Errors may arise if you don't correctly call endSpecularBatch().
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*/
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virtual void startSpecularBatch()=0;
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virtual void endSpecularBatch()=0;
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/// \name Material multipass.
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/** NB: setupMaterial() must be called before those methods.
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* NB: This is intended to be use with the rendering of simple primitives.
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* NB: Other render calls performs the needed setup automatically
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*/
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// @{
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/// init multipass for _CurrentMaterial. return number of pass required to render this material.
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virtual sint beginMaterialMultiPass() = 0;
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/// active the ith pass of this material.
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virtual void setupMaterialPass(uint pass) = 0;
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/// end multipass for this material.
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virtual void endMaterialMultiPass() = 0;
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// @}
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// Setup the camera mode as a perspective/ortho camera. NB: znear and zfar must be >0 (if perspective).
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virtual void setFrustum(float left, float right, float bottom, float top, float znear, float zfar, bool perspective=true)=0;
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virtual void setFrustumMatrix(CMatrix &frust)=0;
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virtual CMatrix getFrustumMatrix()=0;
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virtual float getClipSpaceZMin() const = 0;
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/** setup the view matrix (inverse of camera matrix).
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*
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* NB: you must setupViewMatrix() BEFORE setupModelMatrix(), or else undefined results.
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*/
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virtual void setupViewMatrix(const CMatrix& mtx)=0;
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/** setup the view matrix (inverse of camera matrix).
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* Extended: give a cameraPos (mtx.Pos() is not taken into account but for getViewMatrix()),
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* so the driver use it to remove translation from all ModelMatrixes (and lights pos).
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* This approach improves greatly ZBuffer precision.
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*
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* This is transparent to user, and getViewMatrix() return mtx (as in setupViewMatrix()).
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*
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* NB: you must setupViewMatrixEx() BEFORE setupModelMatrix(), or else undefined results.
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*
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* \param mtx the same view matrix (still with correct "inversed" camera position) as if passed in setupViewMatrix()
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* \param cameraPos position of the camera (before inversion, ie mtx.getPos()!=cameraPos ).
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*/
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virtual void setupViewMatrixEx(const CMatrix& mtx, const CVector &cameraPos)=0;
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/** setup the model matrix.
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*
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* NB: you must setupModelMatrix() AFTER setupViewMatrix(), or else undefined results.
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*/
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virtual void setupModelMatrix(const CMatrix& mtx)=0;
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virtual CMatrix getViewMatrix(void)const=0;
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/** Force input normal to be normalized by the driver. default is false.
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* NB: driver force the normalization himself if:
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* - current Model matrix has a scale.
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*/
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virtual void forceNormalize(bool normalize)=0;
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/** return the forceNormalize() state.
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*/
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virtual bool isForceNormalize() const =0;
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/** Get max number of per stage constant that can be used simultaneously.
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* This will usually match the number of texture stages, but with a D3D driver, this feature is not available most of the time
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* so it is emulated. If pixel shaders are available this will be fully supported.
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*/
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virtual void getNumPerStageConstant(uint &lightedMaterial, uint &unlightedMaterial) const = 0;
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/** return true if driver support VertexBufferHard.
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*/
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virtual bool supportVertexBufferHard() const =0;
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/** return true if volatile vertex buffer are supported. (e.g a vertex buffer which can be created with the flag CVertexBuffer::AGPVolatile or CVertexBuffer::RAMVolatile)
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* If these are not supported, a RAM vb is created instead (transparent to user)
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*/
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virtual bool supportVolatileVertexBuffer() const = 0;
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/** return true if driver support indices offset. That is, allow to specify a constant value that is added to each
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* index in current active active index buffer when rendering indexed primitives
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*/
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virtual bool supportIndexOffset() const = 0;
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/** return true if driver support VertexBufferHard, but vbHard->unlock() are slow (ATI-openGL).
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*/
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virtual bool slowUnlockVertexBufferHard() const =0;
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/* Returns true if static vertex and index buffers must by allocated in VRAM, false in AGP.
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* Default is false.
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*/
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bool getStaticMemoryToVRAM() const { return _StaticMemoryToVRAM; }
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/* Set to true if static vertex and index buffers must by allocated in VRAM, false in AGP.
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* Default is false.
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*/
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void setStaticMemoryToVRAM(bool staticMemoryToVRAM);
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/** Return the driver reset counter.
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* The reset counter is incremented at each driver reset.
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*/
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uint getResetCounter () const { return _ResetCounter; }
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/** return How many vertices VertexBufferHard support
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*/
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virtual uint getMaxVerticesByVertexBufferHard() const =0;
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/** Allocate the initial VertexArray Memory. (no-op if !supportVertexBufferHard()).
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* VertexArrayRange is first reseted, so any VBhard created before will be deleted.
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* NB: call it after setDisplay(). But setDisplay() by default call initVertexBufferHard(16Mo, 0);
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* so this is not necessary.
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* NB: If allocation fails, mem/=2, and retry, until mem < 500K.
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* \param agpMem amount of AGP Memory required. if 0, reseted.
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* \param vramMem amount of VRAM Memory required. if 0, reseted.
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* \return false if one the Buffer has not been allocated (at least at 500K).
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*/
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virtual bool initVertexBufferHard(uint agpMem, uint vramMem=0) =0;
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/** Return the amount of AGP memory allocated by initVertexBufferHard() to store vertices.
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*/
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virtual uint32 getAvailableVertexAGPMemory () =0;
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/** Return the amount of video memory allocated by initVertexBufferHard() to store vertices.
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*/
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virtual uint32 getAvailableVertexVRAMMemory () =0;
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/** active a current VB, for future render().
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* This method suppose that all vertices in the VB will be used.
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*
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* NB: please make sure you have setuped / unsetuped the current vertex program BEFORE activate the vertex buffer.
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* Don't change the vertex buffer format/size after having activated it.
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* Don't lock the vertex buffer after having activated it.
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*
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* \see activeVertexProgram
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*/
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virtual bool activeVertexBuffer(CVertexBuffer& VB)=0;
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/** active a current IB, for future render().
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*
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* Don't change the index buffer format/size after having activated it.
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* Don't lock the index buffer after having activated it.
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*/
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virtual bool activeIndexBuffer(CIndexBuffer& IB)=0;
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/** Render a list of indexed lines with previously setuped VertexBuffer / IndexBuffer / Matrixes.
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* \param mat is the material to use during this rendering
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* \param firstIndex is the first index in the index buffer to use as first line.
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* \param nlines is the number of line to render.
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*/
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virtual bool renderLines(CMaterial& mat, uint32 firstIndex, uint32 nlines)=0;
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/** Render a list of indexed triangles with previously setuped VertexBuffer / IndexBuffer / Matrixes.
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* \param mat is the material to use during this rendering
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* \param firstIndex is the first index in the index buffer to use as first triangle.
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* \param ntris is the number of triangle to render.
|
|
*/
|
|
virtual bool renderTriangles(CMaterial& mat, uint32 firstIndex, uint32 ntris)=0;
|
|
|
|
/** Render a list of triangles with previously setuped VertexBuffer / IndexBuffer / Matrixes, AND previously setuped MATERIAL!!
|
|
* This use the last material setuped. It should be a "Normal shader" material, because no multi-pass is allowed
|
|
* with this method.
|
|
* Actually, it is like a straight drawTriangles() in OpenGL.
|
|
* NB: nlassert() if ntris is 0!!!! this is unlike other render() call methods. For optimisation concern.
|
|
* NB: this is useful for landscape....
|
|
* \param firstIndex is the first index in the index buffer to use as first triangle.
|
|
* \param ntris is the number of triangle to render.
|
|
*/
|
|
virtual bool renderSimpleTriangles(uint32 firstIndex, uint32 ntris)=0;
|
|
|
|
/** Render points with previously setuped VertexBuffer / Matrixes.
|
|
* Points are stored as a sequence in the vertex buffer.
|
|
* \param mat is the material to use during this rendering
|
|
* \param startVertex is the first vertex to use during this rendering.
|
|
* \param numPoints is the number of point to render.
|
|
*/
|
|
virtual bool renderRawPoints(CMaterial& mat, uint32 startVertex, uint32 numPoints)=0;
|
|
|
|
/** Render lines with previously setuped VertexBuffer / Matrixes.
|
|
* Lines are stored as a sequence in the vertex buffer.
|
|
* \param mat is the material to use during this rendering
|
|
* \param startVertex is the first vertex to use during this rendering.
|
|
* \param numLine is the number of line to render.
|
|
*/
|
|
virtual bool renderRawLines(CMaterial& mat, uint32 startVertex, uint32 numTri)=0;
|
|
|
|
/** Render triangles with previously setuped VertexBuffer / Matrixes.
|
|
* Triangles are stored as a sequence in the vertex buffer.
|
|
* \param mat is the material to use during this rendering
|
|
* \param startVertex is the first vertex to use during this rendering.
|
|
* \param numTri is the number of triangle to render.
|
|
*/
|
|
virtual bool renderRawTriangles(CMaterial& mat, uint32 startVertex, uint32 numTri)=0;
|
|
|
|
/** If the driver support it, primitive can be rendered with an offset added to each index
|
|
* These are the offseted version of the 'render' functions
|
|
* \see supportIndexOffset
|
|
*/
|
|
virtual bool renderLinesWithIndexOffset(CMaterial& mat, uint32 firstIndex, uint32 nlines, uint indexOffset)=0;
|
|
virtual bool renderTrianglesWithIndexOffset(CMaterial& mat, uint32 firstIndex, uint32 ntris, uint indexOffset)=0;
|
|
virtual bool renderSimpleTrianglesWithIndexOffset(uint32 firstIndex, uint32 ntris, uint indexOffset)=0;
|
|
|
|
|
|
/** render quads with previously setuped VertexBuffer / Matrixes.
|
|
* Quads are stored as a sequence in the vertex buffer.
|
|
* There's a guaranty for the orientation of its diagonal, which is drawn as follow :
|
|
*
|
|
* 3----2
|
|
* | / |
|
|
* | / |
|
|
* |/ |
|
|
* 0----1
|
|
*
|
|
* \param mat is the material to use during this rendering
|
|
* \param startVertex is the first vertex to use during this rendering.
|
|
* \param numQuad is the number of quad to render.
|
|
*/
|
|
virtual bool renderRawQuads(CMaterial& mat, uint32 startVertex, uint32 numQuads)=0;
|
|
|
|
/** Say what Texture Stage use what UV coord.
|
|
* by default activeVertexBuffer*() methods map all stage i to UV i. You can change this behavior,
|
|
* after calling activeVertexBuffer*(), by using this method.
|
|
*
|
|
* eg: mapTextureStageToUV(0,2) will force the 0th texture stage to use the 2th UV.
|
|
*
|
|
* Warning! This DOESN'T work with VertexProgram enabled!! (assert)
|
|
*
|
|
* Warning!: some CMaterial Shader may change automatically this behavior too when setupMaterial()
|
|
* (and so render*()) is called. But Normal shader doesn't do it.
|
|
*/
|
|
virtual void mapTextureStageToUV(uint stage, uint uv)=0;
|
|
|
|
/// Swap the back and front buffers.
|
|
virtual bool swapBuffers(void)=0;
|
|
|
|
/** set the number of VBL wait when a swapBuffers() is issued. 0 means no synchronisation to the VBL
|
|
* Default is 1. Values >1 may be clamped to 1 by the driver.
|
|
*/
|
|
virtual void setSwapVBLInterval(uint interval)=0;
|
|
/// get the number of VBL wait when a swapBuffers() is issued. 0 means no synchronisation to the VBL
|
|
virtual uint getSwapVBLInterval()=0;
|
|
|
|
|
|
/// \name Profiling.
|
|
// @{
|
|
|
|
|
|
/** Get the number of primitives rendered from the last swapBuffers() call.
|
|
* \param pIn the number of requested rendered primitive.
|
|
* \param pOut the number of effective rendered primitive. pOut==pIn if no multi-pass material is used
|
|
* (Lightmap, Specular ...).
|
|
*/
|
|
virtual void profileRenderedPrimitives(CPrimitiveProfile &pIn, CPrimitiveProfile &pOut) =0;
|
|
|
|
|
|
/** Return the amount of Texture memory requested. taking mipmap, compression, texture format, etc... into account.
|
|
* NB: because of GeForce*, RGB888 is considered to be 32 bits. So it may be false for others cards :).
|
|
*/
|
|
virtual uint32 profileAllocatedTextureMemory() =0;
|
|
|
|
|
|
/** Get the number of material setuped from the last swapBuffers() call.
|
|
*/
|
|
virtual uint32 profileSetupedMaterials() const =0;
|
|
|
|
|
|
/** Get the number of matrix setuped from the last swapBuffers() call.
|
|
*/
|
|
virtual uint32 profileSetupedModelMatrix() const =0;
|
|
|
|
|
|
/** Enable the sum of texture memory used since last swapBuffers() call. To retrieve the memory used call getUsedTextureMemory().
|
|
*/
|
|
virtual void enableUsedTextureMemorySum (bool enable=true) =0;
|
|
|
|
|
|
/** Return the amount of texture video memory used since last swapBuffers() call. Before use this method, you should enable
|
|
* the sum with enableUsedTextureMemorySum().
|
|
*/
|
|
virtual uint32 getUsedTextureMemory() const =0;
|
|
|
|
|
|
/** If the driver support it, enable profile VBHard locks.
|
|
* No-Op if already profiling
|
|
*/
|
|
virtual void startProfileVBHardLock() = 0;
|
|
|
|
/** If the driver support it, stop profile VBHard locks, and "print" result
|
|
* No-Op if already profiling
|
|
* NB: The results are the Locks in Chronological time (since last swapBuffers).
|
|
* Since multiple frame are summed, an "*" is marked against the VBHard name to show if it was not
|
|
* always this one (ptr test and not name test) in the chronological order.
|
|
* NB: if the driver does not support VBHard or VBHard profiling (like ATI VBHard), result is empty.
|
|
* NB: ???? string is displayed if the VBHard has no name or if was just deleted.
|
|
*/
|
|
virtual void endProfileVBHardLock(std::vector<std::string> &result) = 0;
|
|
|
|
/** display VBhards allocated
|
|
*/
|
|
virtual void profileVBHardAllocation(std::vector<std::string> &result) = 0;
|
|
|
|
// Index buffer profiling, same use than with vertex buffers
|
|
virtual void startProfileIBLock() = 0;
|
|
virtual void endProfileIBLock(std::vector<std::string> &result) = 0;
|
|
virtual void profileIBAllocation(std::vector<std::string> &result) = 0;
|
|
|
|
/** For each texture setuped in the driver, "print" result: type, shareName, format and size (mipmap included)
|
|
*/
|
|
void profileTextureUsage(std::vector<std::string> &result);
|
|
|
|
// @}
|
|
|
|
|
|
/// \name Fog support.
|
|
// @{
|
|
virtual bool fogEnabled()=0;
|
|
virtual void enableFog(bool enable)=0;
|
|
/// setup fog parameters. fog must enabled to see result. start and end are distance values.
|
|
virtual void setupFog(float start, float end, CRGBA color)=0;
|
|
/// Get.
|
|
virtual float getFogStart() const =0;
|
|
virtual float getFogEnd() const =0;
|
|
virtual CRGBA getFogColor() const =0;
|
|
// @}
|
|
|
|
/// Deriver should calls IDriver::release() first, to destroy all driver components (textures, shaders, VBuffers).
|
|
virtual bool release(void);
|
|
|
|
/// Return true if driver is still active. Return false else. If he user close the window, must return false.
|
|
virtual bool isActive()=0;
|
|
|
|
/// Return the depth of the driver after init().
|
|
virtual uint8 getBitPerPixel ()=0;
|
|
|
|
/** Output a system message box and print a message with an icon. This method can be call even if the driver is not initialized.
|
|
* This method is used to return internal driver problem when string can't be displayed in the driver window.
|
|
* If the driver can't open a messageBox, it should not override this method and let the IDriver class manage it with the ASCII console.
|
|
*
|
|
* \param message This is the message to display in the message box.
|
|
* \param title This is the title of the message box.
|
|
* \param type This is the type of the message box, ie number of button and label of buttons.
|
|
* \param icon This is the icon of the message box should use like warning, error etc...
|
|
*/
|
|
virtual TMessageBoxId systemMessageBox (const char* message, const char* title, TMessageBoxType type=okType, TMessageBoxIcon icon=noIcon);
|
|
|
|
/** Set the current viewport
|
|
*
|
|
* \param viewport is a viewport to setup as current viewport.
|
|
*/
|
|
virtual void setupViewport (const class CViewport& viewport)=0;
|
|
|
|
/** Get the current viewport
|
|
*/
|
|
virtual void getViewport(CViewport &viewport) = 0;
|
|
|
|
|
|
/** Set the current Scissor.
|
|
* \param scissor is a scissor to setup the current Scissor, in Window relative coordinate (0,1).
|
|
*/
|
|
virtual void setupScissor (const class CScissor& scissor)=0;
|
|
|
|
|
|
/**
|
|
* Get the driver version. Not the same than interface version. Incremented at each implementation change.
|
|
*
|
|
* \see InterfaceVersion
|
|
*/
|
|
virtual uint32 getImplementationVersion () const = 0;
|
|
|
|
/**
|
|
* Get driver information.
|
|
* get the nel name of the driver (ex: "Opengl 1.2 NeL Driver")
|
|
*/
|
|
virtual const char* getDriverInformation () = 0;
|
|
|
|
/**
|
|
* Get videocard information.
|
|
* get the official name of the driver
|
|
*/
|
|
virtual const char* getVideocardInformation () = 0;
|
|
|
|
/// \name Mouse / Keyboard / Game devices
|
|
// @{
|
|
/// show cursor if b is true, or hide it if b is false
|
|
virtual void showCursor (bool b) = 0;
|
|
|
|
/// x and y must be between 0.0 and 1.0
|
|
virtual void setMousePos (float x, float y) = 0;
|
|
|
|
/** Enable / disable low level mouse. This allow to take advantage of some options (speed of the mouse, automatic wrapping)
|
|
* It returns a interface to these parameters when it is supported, or NULL otherwise
|
|
* The interface pointer is valid as long as the low level mouse is enabled.
|
|
* A call to disable the mouse returns NULL, and restore the default mouse behavior
|
|
* NB : - In this mode the mouse cursor isn't drawn.
|
|
* - Calls to showCursor have no effects
|
|
* - Calls to setCapture have no effects
|
|
*/
|
|
virtual NLMISC::IMouseDevice *enableLowLevelMouse(bool enable, bool exclusive) = 0;
|
|
|
|
/** Enable / disable a low level keyboard.
|
|
* Such a keyboard can only send KeyDown and KeyUp event. It just consider the keyboard as a
|
|
* gamepad with lots of buttons...
|
|
* This returns a interface to some parameters when it is supported, or NULL otherwise.
|
|
* The interface pointer is valid as long as the low level keyboard is enabled.
|
|
* A call to disable the keyboard returns NULL, and restore the default keyboard behavior
|
|
*/
|
|
virtual NLMISC::IKeyboardDevice *enableLowLevelKeyboard(bool enable) = 0;
|
|
|
|
/** Get the delay in ms for mouse double clicks.
|
|
*/
|
|
virtual uint getDoubleClickDelay(bool hardwareMouse) = 0;
|
|
|
|
/** If true, capture the mouse to force it to stay under the window.
|
|
* NB : this has no effects if a low level mouse is used
|
|
*/
|
|
virtual void setCapture (bool b) = 0;
|
|
|
|
/** Check whether there is a low level device manager available, and get its interface. Return NULL if not available
|
|
* From this interface you can deal with mouse and keyboard as above, but you can also manage game device (joysticks, joypads ...)
|
|
*/
|
|
virtual NLMISC::IInputDeviceManager *getLowLevelInputDeviceManager() = 0;
|
|
|
|
// @}
|
|
|
|
/// Get the width and the height of the window
|
|
virtual void getWindowSize (uint32 &width, uint32 &height) = 0;
|
|
|
|
/// Get the position of the window always (0,0) in fullscreen
|
|
virtual void getWindowPos (sint32 &x, sint32 &y) = 0;
|
|
|
|
/** get the RGBA back buffer. After swapBuffers(), the content of the back buffer is undefined.
|
|
*
|
|
* \param bitmap the buffer will be written in this bitmap
|
|
*/
|
|
virtual void getBuffer (CBitmap &bitmap) = 0;
|
|
|
|
/** get the ZBuffer (back buffer).
|
|
*
|
|
* \param zbuffer the returned array of Z. size of getWindowSize() .
|
|
*/
|
|
virtual void getZBuffer (std::vector<float> &zbuffer) = 0;
|
|
|
|
/** get a part of the RGBA back buffer. After swapBuffers(), the content of the back buffer is undefined.
|
|
* NB: 0,0 is the bottom left corner of the screen.
|
|
*
|
|
* \param bitmap the buffer will be written in this bitmap
|
|
* \param rect the in/out (wanted/clipped) part of Color buffer to retrieve.
|
|
*/
|
|
virtual void getBufferPart (CBitmap &bitmap, NLMISC::CRect &rect) = 0;
|
|
|
|
// copy the first texture in a second one of different dimensions
|
|
virtual bool stretchRect (ITexture * srcText, NLMISC::CRect &srcRect, ITexture * destText, NLMISC::CRect &destRect) = 0;
|
|
|
|
// is this texture a rectangle texture ?
|
|
virtual bool isTextureRectangle(ITexture * tex) const = 0;
|
|
|
|
// return true if driver support Bloom effect.
|
|
virtual bool supportBloomEffect() const =0;
|
|
|
|
// return true if driver support non-power of two textures
|
|
virtual bool supportNonPowerOfTwoTextures() const =0;
|
|
|
|
/** get a part of the ZBuffer (back buffer).
|
|
* NB: 0,0 is the bottom left corner of the screen.
|
|
*
|
|
* \param zbuffer the returned array of Z. size of rec.Width*rec.Height.
|
|
* \param rect the in/out (wanted/clipped) part of ZBuffer to retrieve.
|
|
*/
|
|
virtual void getZBufferPart (std::vector<float> &zbuffer, NLMISC::CRect &rect) = 0;
|
|
|
|
|
|
/** Set the current render target.
|
|
*
|
|
* The render target can be a texture (tex pointer) or the back buffer (tex = NULL).
|
|
* The texture must have been right sized before the call.
|
|
* This mark the texture as valid, but doesn't copy data to system memory.
|
|
* This also mean that regenerating texture data will erase what
|
|
* has been copied before in the device memory.
|
|
* This doesn't work with compressed textures.
|
|
* Ideally, the FrameBuffer should have the same format than the texture.
|
|
*
|
|
* When direct render to texture is not available (openGl), it uses the frame buffer for the rendering and copy the frame buffer
|
|
* content into the texture when setRenderTarget(NULL) is called.
|
|
*
|
|
* The x, y, width and height parameters are only used in this case to optimize the copy from the framebuffer
|
|
* to the texture.
|
|
*
|
|
* If a texture is set as target, the viewport and the scissor are now relative to the texture sizes,
|
|
* and not to the x, y, width and height parameters.
|
|
*
|
|
* The texture content can be lost after the first setRenderTarget().
|
|
*
|
|
* The texture must have the render target abilities enabled. (ITexture::setRenderTarget ())
|
|
*
|
|
* \param tex the texture to render into.
|
|
* \param x x position within the destination texture of the renderable area.
|
|
* \param y y position within the destination texture of the renderable area.
|
|
* \param width width of the renderable area, if 0, use the whole size.
|
|
* \param height height of the renderable area, if 0, use the whole size.
|
|
* \param mipmapLevel the mipmap to copy texture to.
|
|
* \param cubaFace the face of the cube to copy texture to.
|
|
* \return true if the render target has been changed
|
|
*/
|
|
virtual bool setRenderTarget (ITexture *tex,
|
|
uint32 x = 0,
|
|
uint32 y = 0,
|
|
uint32 width = 0,
|
|
uint32 height = 0,
|
|
uint32 mipmapLevel = 0,
|
|
uint32 cubeFace = 0
|
|
) = 0 ;
|
|
|
|
/** Trick method : copy the current texture target into another texture without updating the current texture.
|
|
*
|
|
* This method copies the current texture into another texture.
|
|
* WARNING : at the next setRenderTarget () call, the current texture target WILL NOT BE UPDATED.
|
|
*
|
|
* When direct render to texture is not available, this method can save a texture copy :
|
|
*
|
|
* Use this method to copy a temporary texture target into a destination texture.
|
|
* Then, resets the rendering target with setRenderTarget().
|
|
*
|
|
* The temporary texture is copied into the final texture direct from the frame buffer. The temporary texture is not filled in VRAM when
|
|
* the framebuffer is set back as render target.
|
|
*
|
|
* Works only if a texture is used as render target.
|
|
*
|
|
* This method invalidates the vertex buffer, the view and model matrices, the viewport and the frustum.
|
|
*
|
|
* \param tex the texture to render into.
|
|
* \param offsetx x position within the destination texture.
|
|
* \param y y position within the destination texture.
|
|
* \param x x position within the current texture target.
|
|
* \param y y position within the current texture target.
|
|
* \param width width of the renderable area to copy, if 0, use the whole size.
|
|
* \param height height of the renderable area to copy, if 0, use the whole size.
|
|
* \param mipmapLevel the mipmap to copy texture to.
|
|
*/
|
|
virtual bool copyTargetToTexture (ITexture *tex,
|
|
uint32 offsetx = 0,
|
|
uint32 offsety = 0,
|
|
uint32 x = 0,
|
|
uint32 y = 0,
|
|
uint32 width = 0,
|
|
uint32 height = 0,
|
|
uint32 mipmapLevel = 0
|
|
) = 0;
|
|
|
|
/** Retrieve the render target size.
|
|
* If the render target is the frame buffer, it returns the size of the frame buffer.
|
|
* It the render target is a texture, it returns the size of the texture mipmap selected as render target.
|
|
*/
|
|
virtual bool getRenderTargetSize (uint32 &width, uint32 &height) = 0;
|
|
|
|
/** fill the RGBA back buffer
|
|
*
|
|
* \param bitmap will be written in the buffer. no-op if bad size.
|
|
* \return true if success
|
|
*/
|
|
virtual bool fillBuffer (CBitmap &bitmap) = 0;
|
|
|
|
|
|
/** Set the global polygon mode. Can be filled, line or point. The implementation driver must
|
|
* call IDriver::setPolygonMode and active this mode.
|
|
*
|
|
* \param polygon mode choose in this driver.
|
|
* \see getPolygonMode(), TPolygonMode
|
|
*/
|
|
virtual void setPolygonMode (TPolygonMode mode)
|
|
{
|
|
_PolygonMode=mode;
|
|
}
|
|
|
|
|
|
/**
|
|
* return the number of light supported by driver. typically 8.
|
|
*
|
|
* \see enableLight() setLight()
|
|
*/
|
|
virtual uint getMaxLight () const = 0;
|
|
|
|
/**
|
|
* Setup a light.
|
|
*
|
|
* You must call enableLight() to active the light.
|
|
*
|
|
* \param num is the number of the light to set.
|
|
* \param light is a light to set in this slot.
|
|
* \see enableLight()
|
|
*/
|
|
virtual void setLight (uint8 num, const CLight& light) = 0;
|
|
|
|
/**
|
|
* Enable / disable light.
|
|
*
|
|
* You must call setLight() if you active the light.
|
|
*
|
|
* \param num is the number of the light to enable / disable.
|
|
* \param enable is true to enable the light, false to disable it.
|
|
* \see setLight()
|
|
*/
|
|
virtual void enableLight (uint8 num, bool enable=true) = 0;
|
|
|
|
/**
|
|
* Set ambient.
|
|
*
|
|
* \param color is the new global ambient color for the scene.
|
|
* \see setLight(), enableLight()
|
|
*/
|
|
virtual void setAmbientColor (CRGBA color) = 0;
|
|
|
|
/** Setup the light used for per pixel lighting. The given values should have been modulated by the material diffuse and specular.
|
|
* This is only useful for material that have their shader set as 'PerPixelLighting'
|
|
* \param the light used for per pixel lighting
|
|
*/
|
|
virtual void setPerPixelLightingLight(CRGBA diffuse, CRGBA specular, float shininess) = 0;
|
|
|
|
/** Setup the unique light used for Lightmap Shader.
|
|
* Lightmaped primitives are lit per vertex with this light (should be local attenuated for maximum efficiency)
|
|
* This is only useful for material that have their shader set as 'LightMap'
|
|
* \param the light used for per pixel lighting
|
|
*/
|
|
virtual void setLightMapDynamicLight (bool enable, const CLight& light) = 0;
|
|
|
|
/** Get the global polygon mode.
|
|
*
|
|
* \param polygon mode choose in this driver.
|
|
* \see setPolygonMode(), TPolygonMode
|
|
*/
|
|
TPolygonMode getPolygonMode ()
|
|
{
|
|
return _PolygonMode;
|
|
}
|
|
|
|
/// \name Vertex program interface
|
|
// @{
|
|
|
|
enum TMatrix
|
|
{
|
|
ModelView= 0,
|
|
Projection,
|
|
ModelViewProjection,
|
|
NumMatrix
|
|
};
|
|
|
|
enum TTransform
|
|
{
|
|
Identity=0,
|
|
Inverse,
|
|
Transpose,
|
|
InverseTranspose,
|
|
NumTransform
|
|
};
|
|
|
|
/**
|
|
* Does the driver supports vertex programs ?
|
|
*/
|
|
virtual bool isVertexProgramSupported () const =0;
|
|
|
|
/**
|
|
* Does the driver supports vertex program, but emulated by CPU ?
|
|
*/
|
|
virtual bool isVertexProgramEmulated () const =0;
|
|
|
|
|
|
|
|
/**
|
|
* Activate / disactivate a vertex program
|
|
*
|
|
* \param program is a pointer on a vertex program. Can be NULL to disable the current vertex program.
|
|
*
|
|
* \return true if setup/unsetup succeeded, false else.
|
|
*/
|
|
virtual bool activeVertexProgram (CVertexProgram *program) =0;
|
|
|
|
/**
|
|
* Setup constant values.
|
|
*/
|
|
virtual void setConstant (uint index, float, float, float, float) =0;
|
|
virtual void setConstant (uint index, double, double, double, double) =0;
|
|
virtual void setConstant (uint index, const NLMISC::CVector& value) =0;
|
|
virtual void setConstant (uint index, const NLMISC::CVectorD& value) =0;
|
|
/// setup several 4 float csts taken from the given tab
|
|
virtual void setConstant (uint index, uint num, const float *src) =0;
|
|
/// setup several 4 double csts taken from the given tab
|
|
virtual void setConstant (uint index, uint num, const double *src) =0;
|
|
|
|
/**
|
|
* Setup constants with a current matrix.
|
|
*
|
|
* This call must be done after setFrustum(), setupViewMatrix() or setupModelMatrix() to get correct
|
|
* results.
|
|
*
|
|
* \param index is the base constant index where to store the matrix. This index must be a multiple of 4.
|
|
* \param matrix is the matrix id to store in the constants
|
|
* \param transform is the transformation to apply to the matrix before store it in the constants.
|
|
*
|
|
*/
|
|
virtual void setConstantMatrix (uint index, TMatrix matrix, TTransform transform) =0;
|
|
|
|
/**
|
|
* Setup the constant with the fog vector. This vector must be used to get the final fog value in a vertex shader.
|
|
* You must use it like this:
|
|
* DP4 o[FOGC].x, c[4], R4;
|
|
* With c[4] the constant used for the fog vector and R4 the vertex local position.
|
|
*
|
|
* This call must be done after setFrustum(), setupViewMatrix(), setupModelMatrix() and setupFog() to get correct
|
|
* results.
|
|
*
|
|
* \param index is the index where to store the vector.
|
|
*
|
|
*/
|
|
virtual void setConstantFog (uint index) =0;
|
|
|
|
/// Check if the driver support double sided colors vertex programs
|
|
virtual bool supportVertexProgramDoubleSidedColor() const = 0;
|
|
|
|
// test if support for cloud render in a single pass
|
|
virtual bool supportCloudRenderSinglePass() const = 0;
|
|
|
|
/**
|
|
* Activate VertexProgram 2Sided Color mode. In 2Sided mode, the BackFace (if material 2Sided enabled) read the
|
|
* result from o[BFC0], and not o[COL0].
|
|
* default is false. you should reset to false after use.
|
|
* NB: no-op if not supported by driver
|
|
*/
|
|
virtual void enableVertexProgramDoubleSidedColor(bool doubleSided) =0;
|
|
|
|
// @}
|
|
|
|
/// \name Texture addressing modes aka textures/pixels shaders
|
|
// @{
|
|
/// test whether the device supports some form of texture shader. (could be limited to DX6 EMBM for example)
|
|
virtual bool supportTextureShaders() const = 0;
|
|
// Is the shader water supported ? If not, the driver caller should implement its own version
|
|
virtual bool isWaterShaderSupported() const = 0;
|
|
//
|
|
/// test whether a texture addressing mode is supported
|
|
virtual bool isTextureAddrModeSupported(CMaterial::TTexAddressingMode mode) const = 0;
|
|
/** setup the 2D matrix for the OffsetTexture, OffsetTextureScale and OffsetTexture addressing mode
|
|
* It should be stored as the following
|
|
* [a0 a1]
|
|
* [a2 a3]
|
|
*/
|
|
virtual void setMatrix2DForTextureOffsetAddrMode(const uint stage, const float mat[4]) = 0;
|
|
//@}
|
|
|
|
|
|
/** \name EMBM support. If texture shaders are present, this is not available, must use them instead.
|
|
* EMBM is a color op of CMaterial.
|
|
* NB : EMBM is the equivalent of the CMaterial::OffsetTexture addressing mode. However, it is both a texture
|
|
* addressing mode and a color op.
|
|
* NB : EMBM may not be supported by all stages.
|
|
*
|
|
* if embm unit is at last last stage, it operates on texture at first stage
|
|
* otherwise it operates on texture at next stage
|
|
*/
|
|
|
|
// @{
|
|
// Test if EMBM is supported.
|
|
virtual bool supportEMBM() const = 0;
|
|
// Test if EMBM is supported for the given stage
|
|
virtual bool isEMBMSupportedAtStage(uint stage) const = 0;
|
|
// set the matrix used for EMBM addressing
|
|
virtual void setEMBMMatrix(const uint stage, const float mat[4]) = 0;
|
|
// @}
|
|
|
|
// Does the driver support the per-pixel lighting shader ?
|
|
virtual bool supportPerPixelLighting(bool specular) const = 0;
|
|
|
|
|
|
/// \name Misc
|
|
// @{
|
|
|
|
/** Does the driver support Blend Constant Color ??? If yes CMaterial::blendConstant* enum can be used
|
|
* for blend Src ord Dst factor. If no, using these enum will have undefined results.
|
|
*/
|
|
virtual bool supportBlendConstantColor() const =0;
|
|
|
|
/** see supportBlendConstantColor(). Set the current Blend Constant Color.
|
|
*/
|
|
virtual void setBlendConstantColor(NLMISC::CRGBA col)=0;
|
|
|
|
/** see supportBlendConstantColor(). Get the current Blend Constant Color.
|
|
*/
|
|
virtual NLMISC::CRGBA getBlendConstantColor() const =0;
|
|
|
|
/** force the driver to flush all command. glFinish() in opengl.
|
|
* Interesting only for debug and profiling purpose.
|
|
*/
|
|
virtual void finish() =0;
|
|
|
|
// Flush command queue an immediately returns
|
|
virtual void flush() = 0;
|
|
|
|
/** Use AntiAliasing For polygons (GL_POLYGON_SMOOTH like, not the FSAA).
|
|
* See GL_POLYGON_SMOOTH help, and GL_SRC_ALPHA_SATURATE OpenGL doc (not yet implemented now since
|
|
* used only for alpha part in ShadowMap gen)
|
|
*/
|
|
virtual void enablePolygonSmoothing(bool smooth) =0;
|
|
|
|
/// see enablePolygonSmoothing()
|
|
virtual bool isPolygonSmoothingEnabled() const =0;
|
|
|
|
// @}
|
|
|
|
|
|
/** Special method to internally swap the Driver handle of 2 textures.
|
|
* USE IT WITH CARE (eg: may have Size problems, mipmap problems, format problems ...)
|
|
* Actually, it is used only by CAsyncTextureManager, to manage Lods of DXTC CTextureFile.
|
|
* NB: internally, all textures slots are disabled.
|
|
*/
|
|
virtual void swapTextureHandle(ITexture &tex0, ITexture &tex1) =0;
|
|
|
|
/** Advanced usage. Get the texture Handle.Useful for texture sorting for instance
|
|
* NB: if the texture is not setuped in the driver, 0 is returned.
|
|
* NB: if implementation does not support it, 0 may be returned. OpenGL ones return the Texture ID.
|
|
* NB: unlike isTextureExist(), this method is not thread safe.
|
|
*/
|
|
virtual uint getTextureHandle(const ITexture&tex)=0;
|
|
|
|
// see if the Multiply-Add Tex Env operator is supported (see CMaterial::Mad)
|
|
virtual bool supportMADOperator() const = 0;
|
|
|
|
// Adapter class
|
|
class CAdapter
|
|
{
|
|
public:
|
|
std::string Driver;
|
|
std::string Description;
|
|
std::string DeviceName;
|
|
std::string Vendor;
|
|
sint64 DriverVersion;
|
|
uint32 VendorId;
|
|
uint32 DeviceId;
|
|
uint32 SubSysId;
|
|
uint32 Revision;
|
|
};
|
|
|
|
// Get the number of hardware renderer available on the client platform.
|
|
virtual uint getNumAdapter() const=0;
|
|
|
|
// Get a hardware renderer description.
|
|
virtual bool getAdapter(uint adapter, CAdapter &desc) const=0;
|
|
|
|
/** Choose the hardware renderer.
|
|
* Call it before the setDisplay and enumModes methods
|
|
* Choose adapter = 0xffffffff for the default one.
|
|
*/
|
|
virtual bool setAdapter(uint adapter)=0;
|
|
|
|
/** Tell if the vertex color memory format is RGBA (openGL) or BGRA (directx)
|
|
* BGRA :
|
|
* *****************************************************************
|
|
* Offset: * 0 * 1 * 2 * 3 *
|
|
* *****************************************************************
|
|
* RGBA * red * green * blue * alpha *
|
|
* *****************************************************************
|
|
* BGRA * blue * green * red * alpha *
|
|
* *****************************************************************
|
|
*/
|
|
virtual CVertexBuffer::TVertexColorType getVertexColorFormat() const =0;
|
|
|
|
/// \name Bench
|
|
// @{
|
|
|
|
// Start the bench. See CHTimer::startBench();
|
|
virtual void startBench (bool wantStandardDeviation = false, bool quick = false, bool reset = true) =0;
|
|
|
|
// End the bench. See CHTimer::endBench();
|
|
virtual void endBench () =0;
|
|
|
|
// Display the bench result
|
|
virtual void displayBench (class NLMISC::CLog *log) =0;
|
|
|
|
// @}
|
|
|
|
/// \name Occlusion query mechanism
|
|
// @{
|
|
// Test whether this device supports the occlusion query mechanism
|
|
virtual bool supportOcclusionQuery() const = 0;
|
|
/** Create an occlusion query object.
|
|
* \return NULL is not enough resources or if not supported
|
|
*/
|
|
virtual IOcclusionQuery *createOcclusionQuery() = 0;
|
|
// Delete an occlusion query object previously obtained by a call to createOcclusionQuery
|
|
virtual void deleteOcclusionQuery(IOcclusionQuery *oq) = 0;
|
|
// @}
|
|
|
|
// get the number of call to swapBuffer since the driver was created
|
|
virtual uint64 getSwapBufferCounter() const = 0;
|
|
|
|
/** Set cull mode
|
|
* Useful for mirrors / cube map rendering or when the scene must be rendered upside down
|
|
*/
|
|
virtual void setCullMode(TCullMode cullMode) = 0;
|
|
virtual TCullMode getCullMode() const = 0;
|
|
|
|
/** Set stencil support
|
|
*/
|
|
virtual void enableStencilTest(bool enable) = 0;
|
|
virtual bool isStencilTestEnabled() const = 0;
|
|
virtual void stencilFunc(TStencilFunc stencilFunc, int ref, uint mask) = 0;
|
|
virtual void stencilOp(TStencilOp fail, TStencilOp zfail, TStencilOp zpass) = 0;
|
|
virtual void stencilMask(uint mask) = 0;
|
|
|
|
protected:
|
|
friend class IVBDrvInfos;
|
|
friend class IIBDrvInfos;
|
|
friend class CTextureDrvShare;
|
|
friend class ITextureDrvInfos;
|
|
friend class IMaterialDrvInfos;
|
|
friend class IVertexProgramDrvInfos;
|
|
friend class IShaderDrvInfos;
|
|
|
|
/// remove ptr from the lists in the driver.
|
|
void removeVBDrvInfoPtr(ItVBDrvInfoPtrList vbDrvInfoIt);
|
|
void removeIBDrvInfoPtr(ItIBDrvInfoPtrList ibDrvInfoIt);
|
|
void removeTextureDrvInfoPtr(ItTexDrvInfoPtrMap texDrvInfoIt);
|
|
void removeTextureDrvSharePtr(ItTexDrvSharePtrList texDrvShareIt);
|
|
void removeMatDrvInfoPtr(ItMatDrvInfoPtrList shaderIt);
|
|
void removeShaderDrvInfoPtr(ItShaderDrvInfoPtrList shaderIt);
|
|
void removeVtxPrgDrvInfoPtr(ItVtxPrgDrvInfoPtrList vtxPrgDrvInfoIt);
|
|
|
|
private:
|
|
bool _StaticMemoryToVRAM;
|
|
};
|
|
|
|
// --------------------------------------------------
|
|
|
|
}
|
|
|
|
#endif // NL_DRV_H
|
|
|